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    Impact CFX API 1.5.5
    
   Comprehensive API documentation for Impact CFX - Collision Effects System 
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Interface for impact effect data that is suitable for jobs. More...
  
Public Member Functions | |
| TResult | GetResult (CollisionInputData collisionData, MaterialCompositionData materialCompositionData, ImpactVelocityData velocityData, ref Random random) | 
| Gets an interaction result based on the given input collision data.   | |
Properties | |
| int | EffectID [get, set] | 
| Unique identifier for this effect.   | |
| ImpactTagMaskFilter | IncludeTags [get, set] | 
| Tags that must be present for the effect to be used.   | |
| ImpactTagMaskFilter | ExcludeTags [get, set] | 
| Tags that, if present, will make the effect not be used.   | |
Interface for impact effect data that is suitable for jobs.
| TResult | The type of result struct that this effect returns. | 
| TResult | : | struct | |
| TResult | : | IEffectResult | 
| TResult ImpactCFX.IEffectData< TResult >.GetResult | ( | CollisionInputData | collisionData, | 
| MaterialCompositionData | materialCompositionData, | ||
| ImpactVelocityData | velocityData, | ||
| ref Random | random ) | 
Gets an interaction result based on the given input collision data.
| collisionData | The collision data that will be used to calculate the result. | 
| materialCompositionData | The material data of the object being collided with. | 
| velocityData | The velocity of the collision. | 
| random | Reference to a Random generator for any randomness required by the effect. | 
Implemented in ImpactCFX.Audio.AudioEffect, ImpactCFX.Decals.DecalEffect, and ImpactCFX.Particles.ParticleEffect.
      
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  getset | 
Unique identifier for this effect.
Implemented in ImpactCFX.Audio.AudioEffect, ImpactCFX.Decals.DecalEffect, and ImpactCFX.Particles.ParticleEffect.
      
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  getset | 
Tags that, if present, will make the effect not be used.
Implemented in ImpactCFX.Audio.AudioEffect, ImpactCFX.Decals.DecalEffect, and ImpactCFX.Particles.ParticleEffect.
      
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  getset | 
Tags that must be present for the effect to be used.
Implemented in ImpactCFX.Audio.AudioEffect, ImpactCFX.Decals.DecalEffect, and ImpactCFX.Particles.ParticleEffect.